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TopDown Engine
v4.4
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A class used in the Explodudes demo scene to handle the exploding bombs More...
Public Member Functions | |
| virtual void | Detonate () |
| Detonates the bomb More... | |
| virtual void | OnEnable () |
| When the object gets spawned, we initialize it More... | |
Public Attributes | |
| Transform | BombModel |
| the model of the bomb More... | |
| ParticleSystem | DirectedExplosionN |
| the particle system used for the northbound explosion More... | |
| ParticleSystem | DirectedExplosionS |
| the particle system used for the southbound explosion More... | |
| ParticleSystem | DirectedExplosionE |
| the particle system used for the eastbound explosion More... | |
| ParticleSystem | DirectedExplosionW |
| the particle system used for the westbound explosion More... | |
| Vector3 | RaycastOffset = Vector3.zero |
| the offset to apply to the base of the obstacle detecting raycast More... | |
| float | MaximumRaycastDistance = 50f |
| the max distance of the raycast (should be bigger than the grid) More... | |
| LayerMask | ObstaclesMask = LayerManager.ObstaclesLayerMask |
| the layers to consider as obstacles to the bomb's fire More... | |
| LayerMask | DamageLayerMask |
| the layers to apply damage to More... | |
| float | SkinWidth = 0.01f |
| a small offset to apply to the raycasts More... | |
| float | BombDelayBeforeExplosion = 3f |
| the delay (in seconds) before the bomb's explosion More... | |
| float | BombExplosionActiveDuration = 0.5f |
| the duration (in seconds) for which the bomb is active More... | |
| float | BombAdditionalDelayBeforeDestruction = 1.5f |
| a delay after the bomb has exploded and before it gets destroyed(in seconds) More... | |
| int | BombDamage = 10 |
| the damage applied by the bomb to anything with a Health component More... | |
| int | BombDistanceInGridUnits = 3 |
| the distance the bomb affects More... | |
| MMFeedbacks | ExplosionFeedbacks |
| the feedbacks to play when the bomb explodes More... | |
| GameObject | Owner |
| the owner of the bomb More... | |
Protected Member Functions | |
| virtual void | Awake () |
| On Start we initialize our bomb More... | |
| virtual void | Initialization () |
| Initializes the bomb More... | |
| virtual void | ResetBomb () |
| Resets the bomb (usually after having been respawned from the pool) More... | |
| virtual DamageOnTouch | CreateDamageArea (string name) |
| Creates a directed damage area More... | |
| virtual IEnumerator | DelayBeforeExplosionCoroutine () |
| Applies a delay before exploding the bomb More... | |
| virtual IEnumerator | DetonateCoroutine () |
| Detonates the bomb and instantiates damage areas More... | |
| virtual void | DirectedExplosion (RaycastHit hit, DamageOnTouch damageArea, ParticleSystem explosion, float angle) |
| Explodes in one of the 4 directions More... | |
| virtual void | CastRays () |
| Casts 4 cardinal rays to look for obstacles and victims More... | |
| virtual void | OnTriggerExit (Collider collider) |
| When the owner of the bomb exits it, we make it an obstacle More... | |
Protected Attributes | |
| BoxCollider | _boxCollider |
| WaitForSeconds | _bombDuration |
| WaitForSeconds | _explosionDuration |
| WaitForSeconds | _additionalDelayBeforeDestruction |
| RaycastHit | _raycastNorth |
| RaycastHit | _raycastSouth |
| RaycastHit | _raycastEast |
| RaycastHit | _raycastWest |
| float | _obstacleNorthDistance = 0f |
| float | _obstacleEastDistance = 0f |
| float | _obstacleWestDistance = 0f |
| float | _obstacleSouthDistance = 0f |
| DamageOnTouch | _damageAreaEast |
| DamageOnTouch | _damageAreaWest |
| DamageOnTouch | _damageAreaNorth |
| DamageOnTouch | _damageAreaSouth |
| DamageOnTouch | _damageAreaCenter |
| Vector3 | _damageAreaPosition |
| Vector3 | _damageAreaSize |
| Coroutine | _delayBeforeExplosionCoroutine |
| ExplodudesBomb | _otherBomb |
| bool | _exploded = false |
A class used in the Explodudes demo scene to handle the exploding bombs
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On Start we initialize our bomb
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Casts 4 cardinal rays to look for obstacles and victims
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Creates a directed damage area
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Applies a delay before exploding the bomb
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Detonates the bomb
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Detonates the bomb and instantiates damage areas
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Explodes in one of the 4 directions
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| damageArea | |
| explosion | |
| angle |
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Initializes the bomb
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When the object gets spawned, we initialize it
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When the owner of the bomb exits it, we make it an obstacle
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Resets the bomb (usually after having been respawned from the pool)
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| float MoreMountains.TopDownEngine.ExplodudesBomb.BombAdditionalDelayBeforeDestruction = 1.5f |
a delay after the bomb has exploded and before it gets destroyed(in seconds)
| int MoreMountains.TopDownEngine.ExplodudesBomb.BombDamage = 10 |
the damage applied by the bomb to anything with a Health component
| float MoreMountains.TopDownEngine.ExplodudesBomb.BombDelayBeforeExplosion = 3f |
the delay (in seconds) before the bomb's explosion
| int MoreMountains.TopDownEngine.ExplodudesBomb.BombDistanceInGridUnits = 3 |
the distance the bomb affects
| float MoreMountains.TopDownEngine.ExplodudesBomb.BombExplosionActiveDuration = 0.5f |
the duration (in seconds) for which the bomb is active
| Transform MoreMountains.TopDownEngine.ExplodudesBomb.BombModel |
the model of the bomb
| LayerMask MoreMountains.TopDownEngine.ExplodudesBomb.DamageLayerMask |
the layers to apply damage to
| ParticleSystem MoreMountains.TopDownEngine.ExplodudesBomb.DirectedExplosionE |
the particle system used for the eastbound explosion
| ParticleSystem MoreMountains.TopDownEngine.ExplodudesBomb.DirectedExplosionN |
the particle system used for the northbound explosion
| ParticleSystem MoreMountains.TopDownEngine.ExplodudesBomb.DirectedExplosionS |
the particle system used for the southbound explosion
| ParticleSystem MoreMountains.TopDownEngine.ExplodudesBomb.DirectedExplosionW |
the particle system used for the westbound explosion
| MMFeedbacks MoreMountains.TopDownEngine.ExplodudesBomb.ExplosionFeedbacks |
the feedbacks to play when the bomb explodes
| float MoreMountains.TopDownEngine.ExplodudesBomb.MaximumRaycastDistance = 50f |
the max distance of the raycast (should be bigger than the grid)
| LayerMask MoreMountains.TopDownEngine.ExplodudesBomb.ObstaclesMask = LayerManager.ObstaclesLayerMask |
the layers to consider as obstacles to the bomb's fire
| GameObject MoreMountains.TopDownEngine.ExplodudesBomb.Owner |
the owner of the bomb
| Vector3 MoreMountains.TopDownEngine.ExplodudesBomb.RaycastOffset = Vector3.zero |
the offset to apply to the base of the obstacle detecting raycast
| float MoreMountains.TopDownEngine.ExplodudesBomb.SkinWidth = 0.01f |
a small offset to apply to the raycasts